settings_vars = [
'module_name',
'map_min_x',
'map_max_x',
'map_min_y',
'map_max_y',
'map_sea_direction',
'map_sea_speed_x',
'map_sea_speed_y',
'map_river_direction',
'map_river_speed_x',
'map_river_speed_y',
# use meshes map_tree_a through map_tree_r on for map trees
'map_tree_types',
'map_snow_tree_types',
'map_steppe_tree_types',
'map_desert_tree_types',
# heroes with health below this will not appear in battles and will not contribute to party skills.
'player_wounded_treshold',
'hero_wounded_treshold',
'skill_prisoner_management_bonus',
'skill_leadership_bonus',
'base_companion_limit',
'player_xp_multiplier',
'hero_xp_multiplier',
'regulars_xp_multiplier',
'display_wp_firearms',
# damage below this will not interrupt melee attacks
'damage_interrupt_attack_treshold',
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
'armor_soak_factor_against_cut',
'armor_soak_factor_against_pierce',
'armor_soak_factor_against_blunt',
'armor_reduction_factor_against_cut',
'armor_reduction_factor_against_pierce',
'armor_reduction_factor_against_blunt',
'horse_charge_damage_multiplier',
'couched_lance_damage_multiplier',
#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
'missile_damage_speed_power',
'melee_damage_speed_power',
#change this to 0 if you want to keep the food slot in inventory window.
'disable_food_slot',
'num_hints',
'time_multiplier',
'seeing_range',
'track_spotting_multiplier',
'blood_multiplier',
# Change this to 1 if you want to load 
# textures from Modules/<Module_Dir>/Textures/
'scan_module_textures',
'scan_module_sounds',
'works_with_version_min',
'works_with_version_max',
'enable_quick_battles',
'limit_hair_colors',
'show_faction_color',
'show_quest_notes',
#You can change the following to 1 for ease in module development
'show_party_ids_instead_of_names'
]

settings = {

'module_name' : 'Onin_no_Ran',
'map_min_x'   : -160,
'map_max_x'   : 160,
'map_min_y'   : -160,
'map_max_y'   : 160,
'map_sea_direction' : -40,
'map_sea_speed_x' : 0.02,
'map_sea_speed_y' : -0.02,
'map_river_direction' : 140,
'map_river_speed_x' : 0.01,
'map_river_speed_y' : -0.01,
# use meshes map_tree_a through map_tree_r on for map trees
'map_tree_types' : 17,
'map_snow_tree_types'  : 3,
'map_steppe_tree_types' : 5,
'map_desert_tree_types'  : 0,
# heroes with health below this will not appear in battles and will not contribute to party skills.
'player_wounded_treshold' : 5,
'hero_wounded_treshold' : 15,
'skill_prisoner_management_bonus' : 10,
'skill_leadership_bonus' : 10,
'base_companion_limit' : 30,
'player_xp_multiplier'   : 2.0,
'hero_xp_multiplier'     : 2.0,
'regulars_xp_multiplier' : 3.0,
'display_wp_firearms' : 1,
# damage below this will not interrupt melee attacks
'damage_interrupt_attack_treshold'      : 0.0,
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
'armor_soak_factor_against_cut'       : 1.0,
'armor_soak_factor_against_pierce'    : 0.5,
'armor_soak_factor_against_blunt'     : 0.5,
'armor_reduction_factor_against_cut'       : 0,
'armor_reduction_factor_against_pierce'    : 0,
'armor_reduction_factor_against_blunt'     : 0,
'horse_charge_damage_multiplier'        : 1.0,
'couched_lance_damage_multiplier'       : 0.22,
#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
'missile_damage_speed_power' : 1.0,
'melee_damage_speed_power' : 0.5,
#change this to 0 if you want to keep the food slot in inventory window.
'disable_food_slot'       : 1,
'num_hints' : 8,
'time_multiplier' : 0.15,
'seeing_range'    : 6.5,
'track_spotting_multiplier' : 0.8,
'blood_multiplier' : 2.0,
# Change this to 1 if you want to load 
# textures from Modules/<Module_Dir>/Textures/
'scan_module_textures' : 1,
'scan_module_sounds' : 0,
'works_with_version_min'  : 901,
'works_with_version_max'  : 903,
'enable_quick_battles'    : 0,
'limit_hair_colors' : 0,
'show_faction_color' : 0,
'show_quest_notes' : 0,
#You can change the following to 1 for ease in module development
'show_party_ids_instead_of_names' : 0,
}

load_resource = [

'test',
'textures_face_gen',
'shaders',
'textures',
'materials',
'materials_face_gen',
'uimeshes',
'user_interface_b',
'meshes_face_gen',
'helpers',
'map_tree_meshes',
'map_icon_meshes',
'particle_meshes',
'skeletons',
'tree_meshes',
'xtree_meshes',
'grass_meshes',
'plant_meshes',
'body_meshes',
'object_meshes',
'object_bodies',
'goods_meshes',
'item_meshes1',
'horse_meshes',
'horse_a',
'food',
'beards',
'armors_b',
'helmets_b',
'village_houses',
'village_houses_a',
'village_houses_b',
'hair',
'deneme',
'interiors_a',
'interiors_b',
'arena',
'map_icons_b',
'castle_a',
'dungeon',
'stone_houses',
'snowy_houses',
'snowy_castle',
'helmets_d',
'castle_b',
'square_keep',
'anim_b',
'horse_anim_b',
'shields',
'shields_b',
'weapon_meshes_c',
'xtree_meshes_b',
'map_icons_c',
'pictures',
'scene_encounter_spot',
#'interior_thirsty_lion
#'scene_small_tavern
'weapon_meshes1',
'weapon_meshes_b',
'houses1',
'wall_meshes1',
'town_houses',
'doors',
'churches',
'town_houses_b',
'castle_c',
'castle_d',
'castle_e',
'castle_f',
'fake_houses',
'town_houses_c',
'banners',
'map_flags',
'map_flags_b',
'map_flags_c',
'costumes_a',
'particles_2',
'prisons',
'prisons_b',
'interiors_d',
'costumes_b',
'costumes_c',
'terrain_borders',
'terrain_borders_b',
'skyboxes',
'object_b',
'tree_e_meshes',
'grooming_horse',

]

load_mod_resource = [
# onin no Ran resources
'onr_icon_materials',
'onr_items1',
'armours',
'costumesTrig1',
'costumesTrig2',
#'deneme
'kote',
'hitatare',
'onr_interiors',
'onr_map_icons',
'onr_objects',
'onr_shinden',
'onr_fortifications',
'onr_arrows',
]

